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Swissphil
05-06-2003, 09:37 PM
I'm working on the next pic to the Crypt Series and I'm now having trouble creating convicable smoke to the charfire on the right side.
I tried to use particles and emitters this evening, but it looked more like a burning oil...
I don't have Thinking Particles, so I have to stick with Rel. 8.1 standard :hmm:
I also tried volumetric light but either I use the wrong settings or am too dumb (naw, don't answer this part!)

Well, if anybody has a good idea, I'm a taker!

http://homepage.mac.com/philippweimer/VampireThron01Normal.jpg

Per-Anders
05-06-2003, 10:01 PM
you can use geometry if you're careful with your shaders...

have a look at my site for an example :

http://www.peranders.com/c4d8

it's a little way down the page by now.

flingster
05-06-2003, 10:46 PM
i'll second that...mdme_sadie method is very convincing.
you'll need ditools plugin..i think it was dishaper...
you'll love it.:buttrock:

flingster
05-06-2003, 10:47 PM
smoke it shader...is another try...going.

fxgogo
05-07-2003, 09:26 AM
I have had some success using this method:

Create a particle object and assign spheres to emit from the particle object. Now all the magic happens in the material you assign. Basically you need to create a falloff so that you dont see the edges of the spheres. This is best to do in the alpha channel of the material. Then in the transparency channel you assign a noise of your choice. This is a basic explanation of my method I use and just a start to the complexity you will need to get a nice looking smoke.

Good luck.

Swissphil
05-07-2003, 01:07 PM
Thanks Fxgogo, that was my approach to this too (when I got the burning oil). But I didn't use a falloff in the alpha channel, instead I used a gradient to make the spehres invisible the higher they got.

I'll give you're method a shot .)

AdamT
05-07-2003, 01:12 PM
I think fresnel would work better than falloff.

flingster
05-07-2003, 07:08 PM
you'll probably need to turn up ray depth in render settings...especially if using smoke it...as you get artifacting around spheres
:shrug:

Swissphil
05-08-2003, 09:25 PM
More experiments... and a result that is quite close to what I had in mind! :bounce: Its an emiter with spheres, as material for the speres simply a gradient in the alpha channel combined with cyclone shader. Actually rather simple once you figured it out...

http://homepage.mac.com/philippweimer/Rauch0100.jpg

you'll find a small animation of the smoke here (Divx 50.02)
Smoking pot (http://homepage.mac.com/philippweimer/Rauch.avi)

And here how it looks in the scene

http://homepage.mac.com/philippweimer/VampireThron02Normal.jpg

flingster
05-08-2003, 11:19 PM
a lot me subtle than i thought you wanted...but very nice all the same..:thumbsup:

JIII
05-09-2003, 12:56 AM
yeah I had imagined some sort of billowing smoke.

anyway it looks pretty sweet.

only problem with the picture is the bricks making that curve. they look a little bit like just a curve with a texture applied. not like a curve actually made with bricks.

Swissphil
05-09-2003, 07:39 AM
OH well textures... I know they are my weak spot, and that arch will be replaced by something else.

To make a more intense smoke, I'd simply have to tell the emitter to produce more spheres,.

bischoff_cj
05-09-2003, 01:31 PM
Originally posted by mdme_sadie
you can use geometry if you're careful with your shaders...

have a look at my site for an example :

http://www.peranders.com/c4d8

it's a little way down the page by now.

Zowie, what a resource. Thanks much mdme_sadie, a lot to learn from here.

fxgogo
05-15-2003, 12:52 PM
Originally posted by Swissphil
[B]More experiments... and a result that is quite close to what I had in mind!

looking much better Swissphil. Have you thought of putting two or more emmitters there, that have slightly different materials and particle properties. I will add to the complexity greatly.

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